Skip to content
  1. Commander Nexus
  2. Commanders
  3. Beetle, Legacy Criminal

Command zone

Beetle, Legacy Criminal

Beetle, Legacy Criminal

Legendary Creature — Human Rogue Villain

Beetle wants a deck that keeps making its creatures bigger turn after turn. It also works in a deck built around Humans, Rogues or Villains.

  • Mana cost3 genericblue
  • Blue ()
  • Power / toughness3 / 3
  • RarityCommon

Flying

1 genericblue, Exile this card from your graveyard: Put a +1/+1 counter on target creature. It gains flying until end of turn. Activate only as a sorcery.

Build a deck with Beetle Find it in the app

Archetypes
Themes

Cards That Fit Beetle, Legacy Criminal

Picked for what they do in Beetle's deck. When two cards do the same job, the one with the lower comes first. All of them fit Beetle's color identity.Mana ValueThe total amount of mana a card costs, all added up. A card costing two generic and one green has a mana value of three. Wizards renamed this from "converted mana cost" in 2021, so older cards and articles may still use the old name.Sol RingOpen the full glossary

plan6

The 6 Cards

Does what Beetle, Legacy Criminal does6

The 6 Cards

Similar Commanders

Commanders that share the most with Beetle, and what they share.

Color identityEvery color of mana symbol on a card, in its cost and in its rules text. Your commander's color identity sets the limit for your whole deck: every other card has to fit inside it. A deck led by a green and white commander cannot play a card with any blue in its color identity.Open the full glossaryUPlayers write colors as letters: U for blue. Blue is U because B was already taken by black.+1/+1 Counters+1/+1 counter decks put small markers on their creatures that make each one permanently bigger, and keep adding more every turn. Each +1/+1 counter adds one to a creature's power (the damage it deals) and toughness (the damage it can take).Open the +1/+1 Counters page+1/+1 CountersPuts +1/+1 counters on creatures, permanently raising their power and toughness. Unlike a temporary boost that wears off at end of turn, these markers stay put and stack up over a long game. Hardened Scales, The Great HengeOpen the +1/+1 Counters pageMana SinkGives you somewhere useful to spend spare mana, usually through an ability you can activate again and again. Rogue's Passage, Mind StoneOpen the Mana Sink pageTarget RemovalRemoves a single chosen permanent by destroying it, exiling it or returning it to its owner's hand, however big it is. It is the precise answer to one problem, as opposed to a board wipe that hits everything. Damage and -X/-X can miss a big creature, so they are Damage Removal and -X/-X Removal instead. Swords to Plowshares, Beast WithinOpen the Target Removal pageCombat TrickAn instant you cast during a fight to change how it ends: making a creature bigger or smaller, or keeping your creatures from dying. Boros Charm, Flawless ManeuverOpen the Combat Trick page